&& gameInfo.variant != VariantGrand&& gameInfo.variant != VariantSChess) // inherit info that ICS does not give from previous board
for(k=0; k<ranks; k++) for(j=BOARD_LEFT; j<BOARD_RGHT; j++) {
ChessSquare old, new = boards[moveNum][k][j];
- if(fromY == DROP_RANK && k==toY && j==toX) continue; // dropped pieces always stand for themselves
+ if(new == EmptySquare || fromY == DROP_RANK && k==toY && j==toX) continue; // dropped pieces always stand for themselves
old = (k==toY && j==toX) ? boards[moveNum-1][fromY][fromX] : boards[moveNum-1][k][j]; // trace back mover
if(old == new) continue;
if(old == PROMOTED(new)) boards[moveNum][k][j] = old;// prevent promoted pieces to revert to primordial ones
if(old < WhiteCannon || old >= BlackPawn && old < BlackCannon)
boards[moveNum][k][j] = PROMOTED(old); // choose correct type of Gold in promotion
else boards[moveNum][k][j] = old; // preserve type of Gold
- } else if((old == WhitePawn || old == BlackPawn) && new != EmptySquare) // Pawn promotions (but not e.p.capture!)
+ } else if(old == WhitePawn || old == BlackPawn) // Pawn promotions (but not e.p.capture!)
boards[moveNum][k][j] = PROMOTED(new); // use non-primordial representation of chosen piece
}
} else {